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So, now that I'm playing on a proper version, it's time to go over what the mod actually has to offer at least in terms of jobs and abilities.
An immediate difference is that each character can equip up to 3 active and 3 passive abilities, and even the original jobs have all sorts of new abilities.
The Brave command has replaced the Row command in battle.
Even the Freelancer has a new ability, namely !Skill, which like Bravely Default is available by default once you gain enough levels and has the following sub-commands: Treat (10 MP, heals single ally), Gust (5 MP, damage single enemy), EagleEye (11 MP, buff single ally's accuracy), Row (0 MP, switch the row state of one or all allies), Delay (0 MP, damage single enemy mp), Aid (0 MP, restore single ally MP by 100), Examine (3 MP, works like Scan except it doesn't consume the turn), Flee (10 MP, guaranteed escape from any battle that can be fled).
Knights have a new ability, !Valor, which only gains abilities as you fight battles without running away. Since I believe discretion to be the better part of valor this list is going to be mostly or completely empty, so here's what the design document had to say about the matter:
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Valor MP Power Type Target Unlock Special
WideShld 40 N/A special party 1 Valor
(#battle – 4x escapes)
gain one-time shield (1/4 damage) against any element the caster was at least resistant to; does not apply against attacks with pierce passive or those absorbed
Taunt 18 N/A special all 5 Valor user gains aggro; target gains dmg up, def down
Bash 12 85 physical one 10 Valor STR/AGL based, attack increase with shield equipped
Servitude 20 N/A special one 20 Valor reduce target ally to critical HP, user gains Cover ability
Funeral 7 20-255 physical one 35 Valor power increases based on number of dead allies
Patience 5 N/A special one 55 Valor increase maxMP by (VIT+25), capped at 600
Ironclad 15 N/A special self 75 Valor add m.def/2 to p.def, m.def = 0
Fortress 99 N/A special self 100 Valor become "heavy" (boss)
Monk now has !Blitz added as an equippable ability, of which Kick is now one of many sub-commands; Pummel, Aurabolt, GaleFist, Rush, and Grapple are pretty much FF6 Sabin's abilities, and then Kiai is a 26 MP single enemy defense lowering ability and Spirit is a 10 MP party-wide 30 MP restore.
Thief has !Rogue, which gains skills based on how many steals I've done, and I'm guessing the game didn't keep count until I installed the newest version, so it's going to be a while before I can report back on how useful (or not) they are:
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Rogue MP Power Type Target Unlock Special
Steal 0 N/A steal one try to steal item
HP or GP 12 65? wind one 1 steal 50/50 HP drain or GP steal
Dust 6 N/A status one 5 steals inflict blind
Con Job 4 N/A status one 12 steals inflict confuse
David 11 90~170 physical one 22 steals STR/AGL, more damage to targets with higher HP
Raid 0~90 75~255 physical one 35 steals STR/MAG, consume more MP to boost damage
Buy Off 0 130 earth one 52 steals consumes [10x VIT] Gil to attack; VIT based physical earth spell
Bribe 8 N/A special one 70 steals pay 25% target maxHP Gil to give that aggro up
For Berserkers, !TwinCut is no longer borked: it attacks twice randomly (with, as far as I can tell, 100% damage) at increased accuracy, and is on a cooldown that also effects Item, Mix and Throw.
Mystic Knight, when leveled to 3, gains a new skill called !Imbue that also works on Valor:
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Imbue MP Power Type Target Unlock Special
Magicut 13 118 physical one 2 Valor STR/MAG based
Transfer 20 N/A special one 7 Valor give own current spellblade to target a,,y
Clarity 10 N/A special one 12 Valor status resistance against berserk,confuse&mute
Cancel 2 N/A special self 20 Valor end own spellblade effect to recharge item cooldown by "8 turns"
VitalCut 3 66 fire one 33 Valor inflict HP leak, partially pierces defense
Barrier 15 N/A special one 50 Valor create barrier that reduces damage by consuming up to 10 MP by 3% per MP used
MagSlayr 31 155 physical one 70 Valor VIT/MAG based; fails if the last attack used by the target is not echo-able
Sight 8 N/A special one 90 Valor increase phys. accuracy by 12
!Red is now its own set of abilities:
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Red MP Power Type Target Reflectable MassCast Unlock Special
Expel 21 90 [125] variable all yes element changes to that of the equipped weapon; stronger against undead
Purge 37 N/A special one yes heal negative status effects except death and doom (ally) or remove positive status effects (enemy)
Essence 22 110 variable all yes element changes to that of the equipped weapon
Enfeeble 26 N/A status one yes yes status effect varies by element of weapon [def down, stop, old, toad, slow, sleep, poison, confuse]
Vita 38 92 heal/lightning one yes yes use a [fight] ability
Depower 32 N/A special one yes yes use a [white] ability reduces target's STR&MAG by 20 (5 vs heavy) unless absorbed (fire type)
Impact 27 112 physical one use a [black] ability high accuracy; permanently reduce evasion by 15 (3 against heavy), not below 15 & m.eva by 10 (2 against heavy) not below 15, STR/AGL based
Crimson 40 220 physical one all of the above unsets [white], [black] and [physical] token
Meanwhile, !X-Magic (Void Divergence's version of DualCast) is nerfed--the character that has it equipped must also have other magic abilities equipped, it consumes a turn first, and it has cooldown.
!Animals is no longer random, making it much more useful, though I question if anybody would still use the low level animal companions even with elemental weaknesses in play.
!Rose is now its own set of abilities unlocked through purchasing white magic:
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Rose MP Power Type Target Reflectable MassCast Unlock Special
Fog 5 N/A status all 1 white spell inflict blind status effect
Pure 3 N/A special one yes yes 3 white spells remove status damage, MP sickness and HP leak
Distract 25 N/A special one 4 white spells target ally gains aggro up
Medic 16 70 heal/earth one yes yes 7 white spells cure HP + poison
Vines 30 N/A status all 9 white spells inflict stop status effect
Freedom 8 N/A special one yes yes 10 white spells status resistance against slow, paralyze and stop
Fast 11 N/A status one yes yes 12 white spells hastens target (= shorter delay between turns), remove slow
Patience 5 N/A special one yes 14 white spells increase maxMP by (VIT+25), capped at 600
Chemist has a new skill called !Science :
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Science MP Power Type Target Unlock Special
Prepare 23 N/A special one recharge item cooldown by "5 turns"
Mad Doc 5 N/A special self 1 Hi-Potion recharge item cooldown completely at cost of HP (can be lethal!)
MassItem 33 N/A special one 3 Hi-Potions turn !mix into !x-item
GrabItem 3 N/A steal one 7 Hi-Potions try to steal item
Aide 18 N/A special one 12 Hi-Potions target gains medicine innate for rest of battle
Check Up 4 N/A special one 18 Hi-Potions remove status damage, MP sickness and HP leak
Shop Run 5 N/A special self 25 Hi-Potions recharge item cooldown completely at cost of Gil (max 65.535 Gil)
Bribe 6 N/A special one 35 Hi-Potions pay 25% target maxHP Gil to give that aggro up
Additionally, !Mix has been nerfed:
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Mix MP /
Cooldown Power Type Target Unlock Special
X-Cure 9 N/A special one 25% heal + HP regen; undead take 60 power void damage instead
GiantMix 10 N/A special one 1 ether +50% HP/maxHP
Restore 7 N/A special one 10 ether cures all status effects
Protect 8 N/A special one 20 ether armor + shell
Abolition 4 N/A special one 35 ether remove positive status effects
Samson 6 N/A special one 55 ether raise level by 10 (max +30)
LifeGard 5 N/A special one 75 ether status resistance against poison, zombie and death
DragnMix 20 N/A special one 99 ether become "heavy" (boss) + weak to anti-dragon
Dancers have a new skill called !Finesse:
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Finesse MP Power Type Target Unlock Special
Weaken 11 75 physical one high accuracy; permanently reduce evasion by 15 (3 against heavy), not below 15 & m.eva by 10 (2 against heavy) not below 15, STR/AGL based
Armor Break 12 85 physical one 1 job level permanently reduce def and m.def by 10 (2 against heavy), STR/VIT based
VenomStrike 5 90 physical one 3 job level can inflict poison, STR/AGL based
Chill Out 7 N/A status one 5 job level slows target (= longer delay between turns), remove haste
Sharpen 30 N/A spellblade self 7 job level +20 atk, def -25% on attack
Lion Art 10 N/A special self 9 job level stance: +30% crit rate for !finesse and !dance
Bull Art 10 N/A special self 11 job level stance: 25% status resistance, increased damage reduction from VIT
EagleArt 10 N/A special self 13 job level stance: +10 phys. acc., +15 evade; treat !dance as if dancer gear was equipped
Samurai has a new skill called !Bushido:
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Bushido MP Power Type Target Unlock Special
Cleave 15 125 physical one STR based damage
Rampage 8 58 physical all 2 job level STR/AGL based
Booster 7 35 physical/fire one 4 job level boost user's STR, then deal STR based fire-magic damage
SaltedWound 10 100 physical one 6 job level increase M and attack power based on target's lost HP, STR/AGL based
Dispatch 25 N/A status one 8 job level chance to instantly kill
Tera Break 27 143 physical one 10 job level STR/MAG based
Aid 0 N/A special one 12 job level Restore 100 MP
Prepare 15 N/A status self 14 job level raise level by 10 (max +30)
All of the new Jobs have also been implemented--complete with spiffy new sprites--but first, I had a wall named Exdeath to slam into.
Alas, I'm either still too underleveled or not carrying the right items, and something (possibly part of Exdeath's rage script, a field effect, or an effect from some new ability) is whittling away at the party's health once I get Exdeath down to about 25%.
(On one of my retries, I thought to pack the ability to scan and found out that every boss has gained a stat called "LP" which has to be depleted; I presume that like the SaGa series, LP can be directly attacked via certain spells, but I'm also willing to bet that ExDeath has too much Magic Defense/Magic Evade for this to be worth trying.)
So it was time to at least head out of Meat Fort and see what was for sale; meanwhile, I made sure to play enough battles with all of the new classes to get a feel for what they were like (listed in alphabetic order for simplicity):
Arcanist
Usable by: Lenna, Galuf/Krile, Faris
Stats: 23/27/19/27
Level Bonus: STR, AGL, MAG
Innate: MindUp
Default ability: !Arcane (see below)
Abilties: !Psych, !Arcane, Y-Magic, !Mystic (see below), MindUp; Arcanists can also equip !Mystic and MindUp without having to grind for it.
Dot-chan's Impressions: Arcanist, at least on paper, feels like a supremely nerfed version of FFT's Calculator. A typical FFV random encounter doesn't last long enough for these abilities to feel worth using, and in a boss battle, Arcanist is reliant on Chemist to use the level-dependant abilities if the element of the attack doesn't match the boss weakness, and I prefer my Job synergies to be the proverbial cherry on top, not the underlying infrastructure to make a Job even worth using (I'm looking at you, FFV vanilla Red Mage).
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Arcane MP Power Type Target Reflectable MassCast Unlock Special
ChainBolt 16 65-191 bolt all yes damage depends on number of targets
GrimWail 8 80-130 water, wind one/all yes 2 job level damage increases if target has status ailment
L4 Arctic 18 145 ice all yes 4 job level if level is multiple of 4, cast spell
Slay 17 97 poison all yes 6 job level x4 damage versus human enemies
Ancient 20 N/A lightning all yes 8 job level level based damage, old
Sludge 13 N/A poison, water all yes 10 job level level based damage, poison
OddFlare 15 127 fire all yes 12 job level if target HP is odd, cast spell
XXXX 30 N/A special one yes yes 14 job level kill if at or below 3000 HP
Mystic MP Power Type Target Reflectable MassCast Unlock Special
SineShot 20 25-145 holy one yes yes power fluctuates along a sine curve based on passed ATB ticks in current battle
Synchro 14 N/A special one yes yes 3 job level try to inflict most status ailments that plague your team on the target (only blind, poison, mini, toad, petrify, mute, berserk, charm, paralyze, sleep, old, slow, stop)
L3 Toxic 15 133 poison all yes 5 job level if level is multiple of 3, cast spell
Crusher 12 N/A special one yes yes 7 job level deal damage equal to target's lost HP
VoidElem 35 N/A special party yes yes 9 job level gain one-time shield (1/4 damage) against any element the caster was at least resistant to; does not apply against attacks with pierce passive or those absorbed
Twilight 16 N/A earth all yes 11 job level level based damage, sleep
EvenNuke 17 131 wind all yes 13 job level if target HP is even, cast spell
Cleanse 5 N/A special one yes yes 15 job level remove status damage, MP sickness and HP leak
Assassin
Usable by: Bartz, Faris
Stats: 28/29/18/24
Level Bonus: STR, AGL, MAG
Innate: N/A
Default ability: !Ambush (abilities that can only be used if your character wasn't targeted before, during, or after they used !Hide and !Show to reveal themselves; no idea if that means Assassins are only useful at the beginning of each battle or if this state of visibility can be reset somehow)
Abilties: !Hide, !Ambush, Evade, Two Handed, InnerEye (can't ever miss but does lower damage); Assassins can also equip !Hide and !Jump without having learned those skills.
Dot-chan's Impressions: I finally got !Ambush to work in one of my attempts against Exdeath, but I'd still rather do something like !Rapidfire or !Jump.
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Ambush MP Power Type Target Unlock Special
Hornet 20 170 physical one unseen after !show STR/AGL based
Viper 2 106 physical one -same- can inflict poison, STR/AGL based
Crow 7 N/A status all -same- inflict blind + HP leak
Fox 0 N/A special one -same- evade next physical attack
Wolf 3 87 physical one -same- permanently reduce def and m.def by 10 (2 against heavy), STR/VIT based
Eagle 4 50 physical all -same- high accuracy; permanently reduce evasion by 15 (3 against heavy), not below 15 & m.eva by 10 (2 against heavy) not below 15, STR/AGL based
Hyena 5 110 physical one -same- increase M and attack power based on target's lost HP, STR/VIT based
Lion 0 N/A special one -same- target gains counter innate for rest of battle
Crusader
Usable by: Bartz, Galuf/Krile
Innate: N/A
Stats: 29/25/28/18
Level bonus: STR, STR, HP
Default ability: !Esemte (Cruzfire, costs 7% HP to cast, damage all enemies; Recover, costs 4% HP to cast, heal single ally; Execute, costs 2% HP to cast, damage single enemy; Shout, costs 5% HP to cast, damage all enemies and reduce their MAG by 20 unless absorbed; Size Up, costs 14% HP to cast, reduce single enemy's defense and evasion; Growth, costs 10% HP to cast, single ally +50% HP/Max HP; Shield Bash, costs 8% HP to cast, damage single enemy, does more damage with shield equipped; Cover, costs 6% HP to cast, probably the same effect as !Cover but definitely guaranteed to work at least once)
Abilities: Endure, !Esemte, !Slash (i.e. !Inauki);, Heal Amp, Pierce Crusaders can also equip !Aim and Berserk
Dot-chan's Impressions: Something I didn't write here because it's all documented in the files that come with the mod is that these abilities are only unlocked at a particular HP threshold (not sure if that's max or current), so Crusader is a job that's better in the mid to late game and for me it will be a strict upgrade compared to Knight since I don't plan on minimizing the number of times I run away.
Dark Knight
Usable by: Bartz, Galuf/Krile, Faris
Stats: 26/24/30/20
Level Bonus: STR, VIT, VIT (see below)
Default ability: !Dark
Abilities: Berserk, !Dark, !Stomp, Crit Up, Revenge; Dark Knights can also equip !SwdSlap and Sturdy without grinding for it.
Dot-chan's Impressions: Given that DK abilities require HP loss to use, I don't konw if I want to risk it, but it might be something worth trying at Exdeath.
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Dark MP Power Type Target Unlock Special
BaneWave 18 77 physical all STR, recoil damage; damage increase by lost HP
Taunt 16 N/A special all 64 lost HP user gains aggro; target gains dmg up, def down
Darkness 13 60 physical all 128 lost HP STR/MAG based, power increases by 12 for each status effect on the target; damage increase by lost HP
Allout 11 N/A special one 256 lost HP drop def and m.def to 0, increase attack power by lost def
FoulPlay 20 37 physical one 512 lost HP reduce user maxHP by 1/8 (min 80); can inflict poison, STR/AGL based; damage increase by lost HP; does not consume turn
Curse 15 N/A special one 832 lost HP against next hit target has 0 defense and takes +50% damage
Oblivion 5 155 physical one 1216 lost HP STR/VIT based, reduce user's stats by 5; damage increase by lost HP
Enchant 7 N/A special one 1856 lost HP give user elemental spellblade of target's weakness
Lord
Usable by: Bartz, Lenna, Faris
Stats: 27/23/26/24
Level Bonus: STR, HP, MP
Default ability: !Law (see below)
Abilities: !Teach, !Law, !Order, !Aim, Cover; Lords can also equip !Order and !Flirt without having learned those skills.
Dot-chan's Impressions: Both !Law and !Order (see below) feel like they are not worth using except to set up against a boss battle, and even then I'd rather just be doing damage unless the buffs are really that good, and Exdeath is the wrong boss to use as an experiment.
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Order MP Power Type Target Unlock Special
Assault 10 N/A special self attack +50%, def -50%
Insurance 10 N/A special self auto-endure fatal damage (>1 HP), poison and HP leak
Supply 10 N/A special self 2048 gil everyone regenerates 15 MP per turn, cap at 99 for player
Geoform 10 N/A special self 4864 gil increase effect of element icons on damage
Denial 10 N/A special self 9984 gil negates element modifier for attacks
Mix Up 10 N/A special self 20224 gil switches p.def/m.def for damage calculation
Take Aim 10 N/A special self 35328 gil evade = 0, accuracy = 120%, crit x2 for physical and magic (except crit)
Retreat 10 N/A special self 50176 gil escape from battle
Law MP Power Type Target Unlock Special
Judge 40 N/A special self 1024 gil law breaker take divine damage (VIT based), other get healed (scales by VIT and number of active laws)
Blackmail 8 N/A special one 1024 gil pay 512gp per sin (ally) or gain 128gp per sin (enemy)
BanMiss 5 N/A special self 1024 gil pay 1000gp; add law against missing
BanFever 5 N/A special self 1024 gil pay 1000gp; add law against status effects
BanCrys 5 N/A special self 1024 gil pay 1000gp; add law against wind, water, fire, earth icons
BanCycle 5 N/A special self 1024 gil pay 1000gp; add law against reusing element icons that get pushed off the list
BanEgo 5 N/A special self 1024 gil pay 1000gp; add law against targetting self
BanSin 5 N/A special self 1024 gil pay 1000gp; laws count double
Magus
Usable by: Lenna, Galuf/Krile
Stats: 18/22/28/28
Level Bonus: VIT, MAG, HP
Innate: Enigma
Default ability: !Taboo (see below)
Abilties: !Smoke, !Taboo, Lich, !Psych, MassCast
Dot-chan's Impressions: Another class that gets stronger as the game progresses, so I will probably revisit it later.
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Taboo MP Power Type Target Reflectable MassCast Unlock Special
Blast 4 104 variable one/all yes 5 kills element changes to that of the equipped weapon
VoidBolt 25 140 void one yes yes 1000 kills partially pierces defense
Swamp 30 N/A special self 320 kills set terrain to 5/5 poison and give everyone "half" HP leak (x2 vs poison weakness) until end of battle (stackable with regular HP leak)
Unleash 20 130 void all plot Gilgamesh WITH music!! 25% 1 damage, 25% 9999 damage
SickMark 15 N/A special one yes yes 120 kills taken damage is increased based on status damage (+58% at 200 status damage)
Sap Mark 15 N/A special one yes yes 220 kills give/take 20% less damage from attacks based on stats
LifeMark 15 N/A special one yes yes 480 kills if killed (or loses LP) while the LifeMark is active, player party gets healed by 1/8 of victim's maxHP
Chain M. 15 N/A special one yes yes 720 kills attacking the target over and over leads to increasing damage; if the target acts, bonus resets to 0 (combo system)
Oracle
Usable by: Lenna, Galuf/Krile
Stats: 23/18/26/30
Level Bonus: MAG, MAG, HP
Innate: Enigma (listed in game as "evade magic attacks", not sure if that means spells now always miss or that they can be avoided)
Default ability: !Predict (each only usable once per battle)
Abilties: !Recover, !Predict, Turbo MP, !Fate (random ability depending on the character's name); Oracles can also use Pierce (ignore enemy defense) and Enigma without having learned those skills
Dot-chan's Impressions: At least when I tried Oracle in the Exdeath battle, !Predict didn't do enough damage to make it worth the once-per-battle restriction, and I don't know if I want to grind the AP to see what !Fate does. It is worth using for the magic stat, so I might still dip into it every so often.
Sage
Usable by: Bartz, Lenna
Stats: 20/23/25/28
Level Bonus: AGL, MAG, MP
Innate:
Default ability: !Meta (see below)
Abilities: Learning, !Meta, !Yin (see below), !Yang (see below), Area Cast (multi-target spell damage is the same as single-target spell damage); Sages can also equip !Yin and Yang without having to grind for it.
Dot-chan's Impressions: As an impatient person who doesn't like setting up for battles when I don't have to, I don't know if I'll use !Meta magic outside of using Sages just to see what they are like. Additionally, !Yin and !Yang magic feel like they would almost be better suited for a game like FFT where you can adjust skill learn lists on a character level or a self-imposed challenge (such as a Four Job Fiesta) where you're very likely to not have one (or both) types of magic that affect the Yin-Yang balance (which, at least on the most superficial level, confuses me because Yin is apparently tied to white magic and Yang to black).
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Meta MP Power Unlock Special
Burst 5 N/A self 1 any spell increases magic hit cap from 130 to 160 and accuracy for magic dmg by +7
Hammer 5 N/A self 8 any spells spells that target m.def instead target p.def and gain +12.5% power
Blast 5 N/A self 15 any spells allow spell multitargetting as if MassCast passive was equipped
Needles 5 N/A self 23 any spells turn spell into pseudo fixed damage (ignore target def and caster stats)
Plague 5 N/A self 32 any spells damage spells also deal 10 status damage
Flash 5 N/A self 42 any spells spells ignore reflect
Intense 5 N/A self 53 any spells spells add one extra field icon (does not stack with heavy status)
Nova 5 N/A self 65 any spells reduce MT penalty by 33% (if it is x0.25/-75% -> x0.5/-50%), stacks with/applied after AreaCast
Yin MP Power Type Target Reflectable MassCast Unlock Special
Cyclone 14 120 wind one yes yes 1 white spell power varies by Yin-Yang balance
Whirl 17 104 water one yes yes 4 white spells inflict HP leak, partially pierces defense; power varies by Yin-Yang balance
Stone 16 127 earth one yes yes 6 white spells power varies by Yin-Yang balance
Inferno 13 118 fire one yes yes 17 white spells power varies by Yin-Yang balance
Vivify 40 93 heal/holy one yes yes 9 white spells with high Yin power can cure simple status and even death; power varies by Yin-Yang balance
Morph 6 N/A status one yes yes 18 white spells inflict toad; accuracy varies by Yin-Yang balance
Syphon 0 63 bolt one yes yes 12 white spells absorb 1/16 of damage as MP; power varies by Yin-Yang balance
Ultima 60 100-200 void one yes yes 10 any spells power increases with known white/black/time/summon/blue spells
Yang MP Power Type Target Reflectable MassCast Unlock Special
Crystal 15 124 ice one yes yes 1 black spell power varies by Yin-Yang balance
Plasma 12 117 bolt one yes yes 3 black spells power varies by Yin-Yang balance
Scourge 19 130 poison one yes yes 6 black spells partially pierces defense; power varies by Yin-Yang balance
Fade 16 121 holy one yes yes 14 black spells power varies by Yin-Yang balance
De-Guard 25 N/A special one yes yes 9 black spells debuff defense; accuracy varies by Yin-Yang balance
Undo 23 N/A status one yes yes 16 black spells instantly destroy; accuracy varies by Yin-Yang balance
Freeze 17 N/A status one yes yes 12 black spells inflict stop; accuracy varies by Yin-Yang balance
Paradox 14 N/A special one yes yes 18 black spells invert Yin-Yang balance
Tinker
Usable by: Lenna, Galuf/Krile, Faris
Stats: 29/20/26/22
Level Bonus: AGL, AGL, HP
Innate: N/A
Default ability: !Tinker (Turret, 0 MP earth elemental damage to single target; Load, needs at least 1 bomb in inventory to show up on menu, 21 MP item cooldown recharge; Swap, needs at least 4 bombs, 5 MP item cooldown swap with another party member; Shock, needs at least 10 bombs, 17 MP all enemies have a 75% chance to be paralyzed; Guardian, needs at least 25 bombs, 22 MP damage shield similar to Golem; HeRoBot, needs at least 45 bombs, 18 MP all enemy damage + HP leak; WingBoot, needs at least 70 bombs, 12 MP single target effective ATB buff; Overload, needs 99 bombs, recharge all of oneself's item cooldown at the cost of HP and can be lethal)
Abilities: Brawl, !Tinker, Recycle, !Buildup, !X-Item; Tinkers cal also equip !Mantra and Brawl
Dot-chan's Impressions: Using items from any ability in battle no longer consumes said item, so Tinker isn't very expensive to keep its list full even if I end up throwing Bombs at any point in the game; however, even before playing this mod I've only really used items for healing or in Mixes, so I don't know if I'll be using Tinker for its cooldown-related utilities and I don't have enough MP to use its other abilities without spending some turn(s) either using Brave or Defend and if I'm going to do that I might as well use classes with better damage output.
Vampire
Usable by: Galuf/Krile, Faris
Stats: 27/25/27/26
Level Bonus: STR, AGL, Mag
Innate: Undead status
Default ability: !Genome (see below)
Abilities: Lich, !Genome, !Oath (see below), CQC-Magic (more magic damage while in the front row), Might Amp (50% magic damage boost (rods, not stacking); 33% void magic damage, 25% weapon damage)
Dot-chan's Impressions: If "beat enemy" means I have to have the Vampire character defeat an enemy before I can even use their ability in a particular battle, this makes Vampire's skillset useless against bosses, plus being undead doesn't help against Condemn and is an active hazard when there are healers in the party.
pre:
Genome MP Power Type Target Reflectable Unlock Special
Absorb 20 58 ice one/all split damage as healing
Hunter 15 75 physical all beat enemy STR/MAG, recoil damage
DarkCure 12 72 heal/poison one yes beat enemy cure toad, mini, blind and poison
EvilKiss 22 N/A special one beat enemy steal 2 STR/AGL/VIT/MAG, not below 80%
Entice 3 N/A status one beat enemy inflict confuse
Control 25 N/A status one beat enemy take control of target
Possess 0 N/A status one beat enemy exile caster to boost target's stats by 50% of caster's base stats (STR, AGL, VIT, MAG, HP) and recover status health; can revive a dead ally
Sacrifice 0 N/A status one yes beat enemy exile target to boost caster's stats by 50% of target's base stats (STR, AGL, VIT, MAG, HP) and recover status health; can be used on dead ally
Oath MP Power Type Target Unlock Special
Skeleton 7 60 earth/physical one beat enemy small Golem wall of (MAG + Lv) x4
Lamia 10 50 special/bolt all beat enemy reduces target's STR by 20 (5 vs heavy) unless absorbed
Z-Dragon 25 level poison all beat enemy level based damage, chance to poison
DarkMage 12 level ice one beat enemy level based damage, chance to stun
Unknown 5 72 water one beat enemy inflict HP leak, partially pierces defense
Flayer 20 107 fire all beat enemy partially pierces defense, no split-damage
Siren 16 level wind all beat enemy level based damage, chance to silence
Gil T. 18 131 void/ground all beat enemy not reflectable, no splitdamage
Dot's Overall Impressions of the Mod So Far:
Flow state - I've enjoyed most of the mod except for the sudden spikes at Sandworm, Gilgamesh I, and Exdeath (and the Purobolos gimmick change came off as incredibly annoying rather than a refreshing innovation). Those fights have been rather bullshit even for someone familiar with their original gimmicks and despite me technically having the tools to overcome the new challenge. And though easy mode has been--said spikes aside--appropriately simple enough, I suspect that the highest difficulty setting is overtuned to expecting some sort of "theoretically optimal stat bonus" because as far as I can tell regular levels still only boost HP/MP and contribute to damage formula multipliers. Right now Exdeath is walling me hard enough where I don't know if I want to keep playing, even for an informative LP. Ironically enough, I think I've played FFV just enough to have expectations of it that this mod goes against.
Defaulting - I haven't played Bravely Default myself so I came into this experience entirely blind, but I still don't know what to make of this mod's implementation of it. I am not familiar enough with FFV's ATB system to plan actions down to the level where I can in FFT (and even then I'm mostly still just optimizing for turn-by-turn action economy) and even at the lowest battle speed I keep getting taken off guard by the enemy "interrupting" my current plans. So far I've only been using it as emergency sandbagging or to finish off a boss fight if their HP is low enough.
MP restrictions - I kind of wish MP was on the Tactics Ogre/FFTA system, where you start low and slowly gain MP each turn and that MP stays banked until used or the battle ends. As is (where a character being over 100 MP at the end of a turn gives them an immediate extra turn, but they also lose that MP), this nerfs the high-cost magic spells to the point where I don't find it to be worth the corresponding loss in action economy, especially since all of the physical jobs are still really good (and the elemental weakness system means I am reliably hitting for over 1000 HP in damage by World 2 and I'm not even necessarily in the hardest hitting job or have gained the right level bonuses).
New Jobs - A lot of these Jobs feel almost too complicated for their own good, but that might be because I'm just starting to play around with them. I especially don't like how some classes force you to play the game a certain way in order to use their skills.
Job restrictions - I still don't understand why this mod saw fit to restrict jobs and then replicate some or all of a particular Job's functionality in a different Job. If they really wanted to go for different job sets for every character, why not make them completely unique somehow? (This is a complaint I have not only for mods but games that also do this. As much as I like FFT, there are some later special and even generic jobs not named Calculator that render earlier ones practically redundant to have in the party, but I guess that's part of the difficulty in balancing game design, because on the other end of that are jobs/abilities so niche they only have use in a small handful of battles.)
Job leveling - I kind of get the philosophy behind restricting Job levels and the exponentially increasing job level requirements, as this makes you think more strategically about which jobs to level in which order, but the downside is that it turns every single level of the last 10 so into The Quest to Unlock Dual Cast unless the AP rewards go up accordingly. Vanilla FFV didn't exactly have the best pacing, either, but that doesn't justify inflating the grind up to eleven in the mod.